Water Tubes

PORT NYANZARu's WATER TUBES

This concept is something you can add to Port Nyanzaru

to give the players a new tool to do fun things with.

The water tubes are massive, elevated connected pipes

that are maintained and protected by three bound water

elementals. People ride in them to quickly travel to different

area of the city. These tubes are ten feet wide and

tall, providing ample space for even some dinosaurs to

ride in.

All Major Destinations. The water tubes connect to

all numbered locations on the Port Nyanzaru map. Looking

at the map, the water flows in a clockwise manner.

Speed. A rider moves 60 feet per round on fast-flowing

water inside smooth wooden tubes roofed with

thatch. The tubes sometimes reach a height of 25 feet

above the ground.

Arrival. When a rider reaches a numbered location,

the flow of water around them magically thins and slows,

making it easy to get out or get on safely.

THE ELEMENTALS

It is believed that that three water elementals (MM pg

125) agreed to power the tubes through an ancient deal

arranged by Mainu, one of the mysterious barae of the

Lost City ofMezro. Each of the water elementals enjoy

their work and are proud of the tubes.

MIMIRI

Mimiri can assume the form of a watery female human.

She is very lighthearted and enjoys tales of derring-do.

She is fiercely protective of the riders.

BIYAHA BLUE

This elemental can assume the form of a watery male human.

He is proud and boastful, and enjoys hearing tales

about strength or justice.

RuwA AMANZIF

Ruwa can assume the form of a living wave. It speaks

quietly and is very wise. It sometimes helps confused citizens

sort out complicated life situations.

Flaw. The elementals can not sense or perceive anyone

or anything covered in oil. Oil and water do not mix.

Falling. Any time somebody falls out of the tube, the

elementals sense it and can immediately teleport to the

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location and grab the person to prevent them from

falling.

Defense. If a hostile creature enters the tubes,

one or more elementals will try to subdue them

and hand that over to the people of Old City.

Danger. The Water Tubes can be used as a device

for Dms to make action scenes even more exciting.

Assassins. The tubes are a great place for assassins

to carry out a dark deed. There are certain

nooks and crannies in the tubes that are pitch

black. Assassins cover themselves in oil, which

prevents the elementals from sensing their presence,

and clutch on to the thatch roof or crossbeams

to hide. They wait for their target to slide

underneath and then fire a poison dart, try to catch

their head in a noose, or drop down on them and

stab away as they ride the tubes at high speeds.

CHASES

If the group is chasing someone, that person might

jump into the tube to make a quick getaway. A

hero can jump in after them and give chase.

There is a good chance that a water elemental

will slide under the hero and ask gleefully, "Want

to go faster?!" The hero can ride the elemental at a

very high rate of speed to catch up to the target.

Damaging the Tube. Fighting in a tube is

risky. Anyone missing an attack will damage the

wood of the tube, creating a hole that might require

a DC 10 Dexterity save to avoid. Failing

through means the character goes hurtling into the

city, taking 2d6 bludgeoning damage. They can

make a Dexterity check.

• A result of 15 or higher means that they

land safely on a roof or a well-behaved

pack dinosaur.

• A 10-14 means that they land in the street

and take 1 d6 bludgeoning damage.

• A 6-9 means they land in the street and

take 2d6 damage.

• A 5 or less means they take 2d6 damage

and crash through a window, into a person,

or into a testy dinosaur (probably an allosaurus).